Sorcerer, subtitled "The Game of Magical Conflict", is a fantasy board wargame for 1–5 players published by Simulations Publications, Inc. (SPI) in 1975 that simulates magical combat.
Contents
Description
Sorcerer, a game for 1–5 players, is set in a place where seven different universes (represented by different colors) touch each other. Each player plays a sorcerer who controls one of the universes and tries to defeat the other sorcerers using magic. In addition to magical spells and human soldiers, each sorcerer can summon various magical creatures, teleport units from hex to hex, and fire energy bolts at opponents. The game offers a number of different scenarios for setup. There is a random attrition rule: during each turn, two colors are randomly chosen, and all units standing on those units are damaged or destroyed. In addition, sorcerers can summon a vortex, which moves randomly, damaging or destroying units it encounters while also creating new vortices.
Components
The game box contains:
22" x 34" paper hex grid map
rule book
400 die-cut counters
six-sided die
Scenarios
The game offers a number of scenarios for various numbers of players:
Solitaire: 2
Two players: 4
More than 2 players: 3
Victory conditions
Victory points are generated by capturing enemy forts, controlling the most cities, and by converting white spaces to the player's color. The player who collects the most victory points over a limited number of turns is the winner.
Publication history
In Issue 44 of Strategy & Tactics (June 1974), a reader suggested that SPI develop a "fantasy/science fiction game on the tactical level depicting all sorts of weird things." SPI designer Redmond A. Simonsen moved ahead with this project, and the result was Sorcerer. Simonsen also created the graphic design, while artwork was provided by Larry Catalano, Gwen England, Manfred F. Milkuhn, and Linda Mosca. The game was published by SPI in 1975. As soon as it was released, Sorcerer rose to #1 on SPI's Top Ten Bestseller List, and stayed in the Top Ten for over a year.
Reception
In Issue 3 of Perfidious Albion, Charles Vasey and George Barnard discussed the game. Barnard commented, "the game is very novel, and very interesting to play WITH. However, to my mind, it is purely an abstract game, and given this it is very difficult for me to justify the complexities." Vasey replied, "I was pleasantly surprised by this game, and the multi-player versions should be great fun."
In the May 1976 edition of Airfix Magazine, Bruce Quarrie warned that the learning curve for the game was steep, saying, "While the rules are being learnt, Sorcerer will be a ponderous, slow-moving game, a sort of sorcerer's apprenticeship as the spells are being mastered. [...] As experience is gained and the instincts become surer, play should become faster, more fantastic and more furious." Quarrie's issue with the game was its tone, commenting "it might have been better if a form had been devised making it possible for the game to provide an amusing nonsense now and then without too much learning being called for. In its present form it is almost a serious business."
Sorcerer was reviewed in The Space Gamer several times in 1976. In Issue #4 (Winter 1976), Glen Taylor recommended it, saying, "All in all, Sorcerer is a very good game. It presents an original fantasy situation in a fascinating and physically beautiful game format. The game is complex, but easy to learn. Scenarios are balanced, and the game employs the right proportion of skill and chance." In Issue #5 (March–May 1976), Sumner N. Clarren also thought the game was worthwhile: "Because the game system of Sorcerer is such a departure from other fantasy or simulation games, it may take several sittings to fully master the intricacies of the rules. Once learned, however, the game moves quickly and the rules are remarkable clean and free of ambiguities. Even then, the best strategy and tactics for a talented sorcerer are not always obvious and must be learned with experience." And in Issue #8 (October–November 1976), Linda Brzustowicz was a bit more nuanced, saying, "I found Sorcerer to be an enjoyable game. The one major point of the game I didn't like was the shallow development of the importance of magic."
Rob Thompson reviewed Sorcerer for White Dwarf #1, giving the game an overall rating of 7 out of 10, and stated that "Sorcerer is an enjoyable game. A fun game without being a facile game. Colourful in looks and language. Sorcerer will be more attractive to gamers who are more interested in wargames as games rather than as historical simulations."
Awards
At the 1978 Origins Awards, Sorcerer was a finalist for the Charles S. Roberts Award for "Best Fantasy Board Game of 1977."
Other reviews and commentary
Moves #25 (Feb/Mar 1976)